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sticks.c
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sticks.c
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/*
sticks.c - Functions to implement the various sticks one might find
XRogue: Expeditions into the Dungeons of Doom
Copyright (C) 1991 Robert Pietkivitch
All rights reserved.
Based on "Advanced Rogue"
Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
All rights reserved.
Based on "Rogue: Exploring the Dungeons of Doom"
Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
All rights reserved.
See the file LICENSE.TXT for full copyright and licensing information.
*/
#include <curses.h>
#include <ctype.h>
#include "rogue.h"
/*
* zap a stick and see what happens
*/
do_zap(zapper, obj, direction, which, flags)
struct thing *zapper;
struct object *obj;
coord *direction;
int which;
int flags;
{
register struct linked_list *item = NULL;
register struct thing *tp;
register int y = 0, x = 0, bonus;
struct linked_list *nitem;
struct object *nobj;
bool cursed, blessed, is_player = FALSE;
char *mname = NULL;
cursed = flags & ISCURSED;
blessed = flags & ISBLESSED;
if (obj && obj->o_type != RELIC) { /* all relics are chargeless */
if (obj->o_charges < 1) {
msg(nothing);
return;
}
obj->o_charges--;
}
if (which == WS_WONDER) {
switch (rnd(19)) {
case 0: which = WS_ELECT;
when 1: which = WS_FIRE;
when 2: which = WS_COLD;
when 3: which = WS_POLYMORPH;
when 4: which = WS_MISSILE;
when 5: which = WS_SLOW_M;
when 6: which = WS_TELMON;
when 7: which = WS_CANCEL;
when 8: which = WS_CONFMON;
when 9: which = WS_DISINTEGRATE;
when 10: which = WS_PETRIFY;
when 11: which = WS_PARALYZE;
when 12: which = WS_MDEG;
when 13: which = WS_FEAR;
when 14: which = WS_CURING;
when 15: which = WS_LIGHT;
when 16: which = WS_HIT;
when 17: which = WS_DRAIN;
when 18: which = WS_CHARGE;
}
if(ws_magic[which].mi_curse>0 && rnd(100)<=ws_magic[which].mi_curse){
cursed = TRUE;
blessed = FALSE;
}
}
tp = NULL;
switch (which) {
case WS_POLYMORPH:
case WS_SLOW_M:
case WS_TELMON:
case WS_CANCEL:
case WS_CONFMON:
case WS_DISINTEGRATE:
case WS_PETRIFY:
case WS_PARALYZE:
case WS_MDEG:
case WS_FEAR:
y = zapper->t_pos.y;
x = zapper->t_pos.x;
do {
y += direction->y;
x += direction->x;
}
while (shoot_ok(winat(y, x)) && !(y == hero.y && x == hero.x));
if (y == hero.y && x == hero.x)
is_player = TRUE;
else if (isalpha(mvwinch(mw, y, x))) {
item = find_mons(y, x);
tp = THINGPTR(item);
runto(tp, &hero);
turn_off(*tp, CANSURPRISE);
mname = monster_name(tp);
is_player = FALSE;
/* The monster may not like being shot at */
if ((zapper == &player) &&
on(*tp, ISCHARMED) &&
save(VS_MAGIC, tp, 0)) {
msg("The eyes of %s turn clear.", prname(mname, FALSE));
turn_off(*tp, ISCHARMED);
mname = monster_name(tp);
}
}
else {
/*
* if monster misses player because the player dodged then lessen
* the chances he will use the wand again since the player appears
* to be rather dextrous
*/
if (zapper != &player)
zapper->t_wand = zapper->t_wand * 3 / 5;
}
}
switch (which) {
case WS_LIGHT:
/*
* Reddy Kilowat wand. Light up the room
*/
blue_light(blessed, cursed);
when WS_DRAIN:
/*
* Take away 1/2 of hero's hit points, then take it away
* evenly from the monsters in the room or next to hero
* if he is in a passage (but leave the monsters alone
* if the stick is cursed)
*/
if (pstats.s_hpt < 2) {
msg("You are too weak to use it.");
}
else if (cursed)
pstats.s_hpt /= 2;
if (pstats.s_hpt <= 0) {
pstats.s_hpt = -1;
msg("You drain your own life away. --More--");
death(D_STRENGTH);
}
else
drain(hero.y-1, hero.y+1, hero.x-1, hero.x+1);
when WS_POLYMORPH:
{
register char oldch;
register struct room *rp;
register struct linked_list *pitem;
coord delta;
if (tp == NULL)
break;
if (save(VS_MAGIC, tp, 0)) {
msg(nothing);
break;
}
rp = roomin(&tp->t_pos);
check_residue(tp);
delta.x = x;
delta.y = y;
detach(mlist, item);
oldch = tp->t_oldch;
pitem = tp->t_pack; /* save his pack */
tp->t_pack = NULL;
if (levtype == OUTSIDE)
new_monster(item,rnd(NUMDINOS)+NUMMONST-NUMDINOS,&delta,FALSE);
else
new_monster(item,rnd(NUMMONST-NUMUNIQUE-NUMDINOS-1)+1,&delta,FALSE);
if (tp->t_pack != NULL)
o_free_list (tp->t_pack);
tp->t_pack = pitem;
if (isalpha(mvwinch(cw, y, x)))
mvwaddch(cw, y, x, tp->t_type);
tp->t_oldch = oldch;
/*
* should the room light up?
*/
if (on(*tp, HASFIRE)) {
if (rp) {
register struct linked_list *fire_item;
fire_item = creat_item();
ldata(fire_item) = (char *) tp;
attach(rp->r_fires, fire_item);
rp->r_flags |= HASFIRE;
if (cansee(tp->t_pos.y,tp->t_pos.x) &&
next(rp->r_fires) == NULL) light(&hero);
}
}
runto(tp, &hero);
msg(terse ? "A new %s!"
: "You have created a new %s!",
monster_name(tp));
}
when WS_PETRIFY:
if (tp == NULL)
break;
if (save(VS_MAGIC, tp, 0)) {
msg(nothing);
break;
}
check_residue(tp);
turn_on(*tp, ISSTONE);
turn_on(*tp, NOSTONE);
turn_off(*tp, ISRUN);
turn_off(*tp, ISINVIS);
turn_off(*tp, CANSURPRISE);
turn_off(*tp, ISDISGUISE);
tp->t_action = A_NIL;
tp->t_no_move = 0;
msg("%s is turned to stone!",prname(mname, TRUE));
when WS_TELMON:
{
register int rm;
register struct room *rp;
if (tp == NULL)
break;
if (save(VS_MAGIC, tp, 0)) {
msg(nothing);
break;
}
rp = NULL;
check_residue(tp);
tp->t_action = A_FREEZE; /* creature is disoriented */
tp->t_no_move = 2;
if (cursed) { /* Teleport monster to player */
if ((y == (hero.y + direction->y)) &&
(x == (hero.x + direction->x)))
msg(nothing);
else {
tp->t_pos.y = hero.y + direction->y;
tp->t_pos.x = hero.x + direction->x;
}
}
else if (blessed) { /* Get rid of monster */
killed(item, FALSE, TRUE, TRUE);
return;
}
else {
register int i=0;
do { /* Move monster to another room */
rm = rnd_room();
rnd_pos(&rooms[rm], &tp->t_pos);
}until(winat(tp->t_pos.y,tp->t_pos.x)==FLOOR ||i++>500);
rp = &rooms[rm];
}
/* Now move the monster */
if (isalpha(mvwinch(cw, y, x)))
mvwaddch(cw, y, x, tp->t_oldch);
mvwaddch(mw, y, x, ' ');
mvwaddch(mw, tp->t_pos.y, tp->t_pos.x, tp->t_type);
if (tp->t_pos.y != y || tp->t_pos.x != x)
tp->t_oldch = mvwinch(cw, tp->t_pos.y, tp->t_pos.x);
/*
* check to see if room that creature appears in should
* light up
*/
if (on(*tp, HASFIRE)) {
if (rp) {
register struct linked_list *fire_item;
fire_item = creat_item();
ldata(fire_item) = (char *) tp;
attach(rp->r_fires, fire_item);
rp->r_flags |= HASFIRE;
if(cansee(tp->t_pos.y, tp->t_pos.x) &&
next(rp->r_fires) == NULL)
light(&hero);
}
}
}
when WS_CANCEL:
if (tp == NULL)
break;
if (save(VS_MAGIC, tp, 0)) {
msg(nothing);
break;
}
check_residue(tp);
tp->t_flags[0] &= CANC0MASK;
tp->t_flags[1] &= CANC1MASK;
tp->t_flags[2] &= CANC2MASK;
tp->t_flags[3] &= CANC3MASK;
tp->t_flags[4] &= CANC4MASK;
tp->t_flags[5] &= CANC5MASK;
tp->t_flags[6] &= CANC6MASK;
tp->t_flags[7] &= CANC7MASK;
tp->t_flags[8] &= CANC8MASK;
tp->t_flags[9] &= CANC9MASK;
tp->t_flags[10] &= CANCAMASK;
tp->t_flags[11] &= CANCBMASK;
tp->t_flags[12] &= CANCCMASK;
tp->t_flags[13] &= CANCDMASK;
tp->t_flags[14] &= CANCEMASK;
tp->t_flags[15] &= CANCFMASK;
when WS_MISSILE:
{
int dice;
static struct object bolt =
{
MISSILE , {0, 0}, 0, "", "1d4 " , NULL, 0, WS_MISSILE, 50, 1
};
if (!obj)
dice = zapper->t_stats.s_lvl;
if (obj->o_type == RELIC)
dice = 15;
else if (EQUAL(ws_type[which], "staff"))
dice = 10;
else
dice = 6;
sprintf(bolt.o_hurldmg, "%dd4", dice);
do_motion(&bolt, direction->y, direction->x, zapper);
if (!hit_monster(unc(bolt.o_pos), &bolt, zapper))
msg("The missile vanishes with a puff of smoke");
}
when WS_HIT:
{
register unsigned char ch;
struct object strike; /* don't want to change sticks attributes */
direction->y += hero.y;
direction->x += hero.x;
ch = winat(direction->y, direction->x);
if (isalpha(ch))
{
strike = *obj;
strike.o_hplus = 7;
if (EQUAL(ws_type[which], "staff"))
strcpy(strike.o_damage,"3d8");
else
strcpy(strike.o_damage,"2d8");
fight(direction, &strike, FALSE);
}
}
when WS_SLOW_M:
if (is_player) {
add_slow();
break;
}
if (tp == NULL)
break;
if (cursed) {
if (on(*tp, ISSLOW))
turn_off(*tp, ISSLOW);
else
turn_on(*tp, ISHASTE);
break;
}
if ((on(*tp,ISUNIQUE) && save(VS_MAGIC,tp,0)) || on(*tp,NOSLOW)) {
msg(nothing);
break;
}
else if (blessed) {
turn_off(*tp, ISRUN);
turn_on(*tp, ISHELD);
}
/*
* always slow in case he breaks free of HOLD
*/
if (on(*tp, ISHASTE))
turn_off(*tp, ISHASTE);
else
turn_on(*tp, ISSLOW);
when WS_CHARGE:
if (ws_know[WS_CHARGE] != TRUE && obj)
msg("This is a wand of charging.");
nitem = get_item(pack, "charge", STICK, FALSE, FALSE);
if (nitem != NULL) {
nobj = OBJPTR(nitem);
if ((++(nobj->o_charges) == 1) && (nobj->o_which == WS_HIT))
fix_stick(nobj);
if (blessed) ++(nobj->o_charges);
if (EQUAL(ws_type[nobj->o_which], "staff")) {
if (nobj->o_charges > 200)
nobj->o_charges = 200;
}
else {
if (nobj->o_charges > 200)
nobj->o_charges = 200;
}
}
when WS_ELECT:
shoot_bolt( zapper, zapper->t_pos, *direction, TRUE, D_BOLT,
"lightning bolt", roll(zapper->t_stats.s_lvl,6));
when WS_FIRE:
shoot_bolt( zapper, zapper->t_pos, *direction, TRUE, D_BOLT,
"flame", roll(zapper->t_stats.s_lvl,6));
when WS_COLD:
shoot_bolt( zapper, zapper->t_pos, *direction, TRUE, D_BOLT,
"ice", roll(zapper->t_stats.s_lvl,6));
when WS_CONFMON:
if (cursed || is_player) {
if (!save(VS_WAND, &player, 0)) {
dsrpt_player();
confus_player();
}
else {
if (zapper != &player) zapper->t_wand /= 2;
msg(nothing);
}
}
else {
if (tp == NULL)
break;
if (save(VS_MAGIC, tp, 0) || on(*tp, ISCLEAR))
msg(nothing);
else
turn_on (*tp, ISHUH);
}
when WS_PARALYZE:
if (is_player || cursed) {
if ((obj && obj->o_type==RELIC) || !save(VS_WAND, &player, 0)){
player.t_no_move += 2 * movement(&player) * FREEZETIME;
player.t_action = A_FREEZE;
msg("You can't move.");
}
else {
if (zapper != &player) zapper->t_wand /= 2;
msg(nothing);
}
}
else {
if (tp == NULL)
break;
bonus = 0;
if (blessed) bonus = -3;
if (((obj && obj->o_type==RELIC) || !save(VS_WAND,tp,bonus)) &&
off(*tp, NOPARALYZE)) {
tp->t_no_move += 2 * movement(tp) * FREEZETIME;
tp->t_action = A_FREEZE;
}
else {
msg(nothing);
}
}
when WS_FEAR:
if (is_player) {
if (!on(player, ISFLEE) ||
ISWEARING(R_HEROISM) ||
save(VS_WAND, &player, 0)) {
msg(nothing);
zapper->t_wand /= 2;
}
else {
turn_on(player, ISFLEE);
player.t_dest = &zapper->t_pos;
msg("The sight of %s terrifies you.", prname(mname, FALSE));
}
break;
}
if (tp == NULL)
break;
bonus = 0;
if (blessed) bonus = -3;
if(save(VS_WAND, tp,bonus) || on(*tp,ISUNDEAD) || on(*tp,NOFEAR)){
msg(nothing);
break;
}
turn_on(*tp, ISFLEE);
turn_on(*tp, WASTURNED);
/* Stop it from attacking us */
dsrpt_monster(tp, TRUE, cansee(tp->t_pos.y, tp->t_pos.x));
/* If monster was suffocating, stop it */
if (on(*tp, DIDSUFFOCATE)) {
turn_off(*tp, DIDSUFFOCATE);
extinguish(suffocate);
}
/* If monster held us, stop it */
if (on(*tp, DIDHOLD) && (--hold_count == 0))
turn_off(player, ISHELD);
turn_off(*tp, DIDHOLD);
/* It is okay to turn tail */
tp->t_oldpos = tp->t_pos;
when WS_MDEG:
if (is_player) {
if (save(VS_WAND, &player, 0)) {
msg (nothing);
zapper->t_wand /= 2;
break;
}
pstats.s_hpt /= 2;
if (pstats.s_hpt <= 0) {
pstats.s_hpt = -1;
msg("Your life has been sucked out from you! --More--");
wait_for(' ');
death(zapper);
}
else
msg("You feel a great drain on your system.");
}
if (tp == NULL)
break;
if (cursed) {
tp->t_stats.s_hpt *= 2;
msg("%s appears to be stronger now!", prname(mname, TRUE));
}
else if (on(*tp, ISUNIQUE) && save(VS_WAND, tp, 0))
msg (nothing);
else {
tp->t_stats.s_hpt /= 2;
msg("%s appears to be weaker now", prname(mname, TRUE));
}
if (tp->t_stats.s_hpt < 1)
killed(item, TRUE, TRUE, TRUE);
when WS_DISINTEGRATE:
if (tp == NULL)
break;
if (cursed) {
register int m1, m2;
coord mp;
struct linked_list *titem;
char ch;
struct thing *th;
if (on(*tp, ISUNIQUE) || on(*tp, CANSELL)) {
msg (nothing);
break;
}
for (m1=tp->t_pos.x-1 ; m1 <= tp->t_pos.x+1 ; m1++) {
for(m2=tp->t_pos.y-1 ; m2<=tp->t_pos.y+1 ; m2++) {
if (m1 == hero.x && m2 == hero.y)
continue;
ch = winat(m2,m1);
if (shoot_ok(ch)) {
mp.x = m1; /* create it */
mp.y = m2;
titem = new_item(sizeof(struct thing));
new_monster(titem,(short)tp->t_index,&mp,FALSE);
th = THINGPTR(titem);
turn_on (*th, ISMEAN);
runto(th,&hero);
if (on(*th, HASFIRE)) {
register struct room *rp;
rp = roomin(&th->t_pos);
if (rp) {
register struct linked_list *fire_item;
fire_item = creat_item();
ldata(fire_item) = (char *) th;
attach(rp->r_fires, fire_item);
rp->r_flags |= HASFIRE;
if (cansee(th->t_pos.y, th->t_pos.x) &&
next(rp->r_fires) == NULL)
light(&hero);
}
}
}
}
}
}
else { /* if its a UNIQUE it might still live */
if (on(*tp, ISUNIQUE) && save(VS_MAGIC, tp, 0)) {
tp->t_stats.s_hpt /= 2;
if (tp->t_stats.s_hpt < 1) {
killed(item, FALSE, TRUE, TRUE);
msg("You have disintegrated %s", prname(mname, FALSE));
}
else {
msg("%s appears wounded", prname(mname, TRUE));
}
}
else {
msg("You have disintegrated %s", prname(mname, FALSE));
killed (item, FALSE, TRUE, TRUE);
}
}
when WS_CURING:
if (cursed) {
bool sick = FALSE;
if (!save(VS_POISON, &player, 0)) {
msg("You feel extremely sick. ");
sick = TRUE;
pstats.s_hpt -= (pstats.s_hpt/3)+1;
if (pstats.s_hpt == 0) {
pstats.s_hpt = -1;
msg("You die! --More--");
wait_for(' ');
death (D_POISON);
}
}
if (!save(VS_WAND, &player, 0) && !ISWEARING(R_HEALTH)) {
turn_on(player, HASDISEASE);
turn_on(player, HASINFEST);
turn_on(player, DOROT);
fuse(cure_disease, (VOID *)NULL, roll(HEALTIME,SICKTIME), AFTER);
infest_dam++;
}
else if (sick == FALSE) msg("You feel momentarily sick");
}
else {
if (on(player, HASDISEASE) || on(player, HASINFEST)) {
extinguish(cure_disease);
turn_off(player, HASINFEST);
infest_dam = 0;
cure_disease(); /* this prints message */
}
if (on(player, DOROT)) {
msg("You feel your skin returning to normal.");
turn_off(player, DOROT);
}
pstats.s_hpt += roll(pstats.s_lvl, blessed ? 9 : 6);
if (pstats.s_hpt > max_stats.s_hpt)
pstats.s_hpt = max_stats.s_hpt;
msg("You begin to feel %sbetter.", blessed ? "much " : "");
}
otherwise:
msg("What a bizarre schtick!");
}
}
/*
* drain:
* Do drain hit points from player shtick
*/
drain(ymin, ymax, xmin, xmax)
int ymin, ymax, xmin, xmax;
{
register int i, j, count;
register struct thing *ick;
register struct linked_list *item;
/*
* First count how many things we need to spread the hit points among
*/
count = 0;
for (i = ymin; i <= ymax; i++) {
if (i < 1 || i > lines - 3)
continue;
for (j = xmin; j <= xmax; j++) {
if (j < 0 || j > cols - 1)
continue;
if (isalpha(mvwinch(mw, i, j)))
count++;
}
}
if (count == 0)
{
msg("You have a tingling feeling.");
return;
}
count = pstats.s_hpt / count;
pstats.s_hpt /= 2;
if (pstats.s_hpt <= 0) {
pstats.s_hpt = -1;
msg("Aarrgghhh!! --More--");
wait_for(' ');
death(D_STRENGTH);
}
/*
* Now zot all of the monsters
*/
for (i = ymin; i <= ymax; i++) {
if (i < 1 || i > lines - 3)
continue;
for (j = xmin; j <= xmax; j++) {
if (j < 0 || j > cols - 1)
continue;
if (isalpha(mvwinch(mw, i, j)) &&
((item = find_mons(i, j)) != NULL)) {
ick = THINGPTR(item);
if (on(*ick, ISUNIQUE) && save(VS_MAGIC, ick, 0))
ick->t_stats.s_hpt -= count / 2;
else
ick->t_stats.s_hpt -= count;
if (ick->t_stats.s_hpt < 1)
killed(item,
cansee(i,j)&&(!on(*ick,ISINVIS)||on(player,CANSEE)),
TRUE, TRUE);
else {
runto(ick, &hero);
/*
* The monster may not like being shot at. Since the
* shot is not aimed directly at the monster, we will
* give him a poorer save.
*/
if (on(*ick, ISCHARMED) && save(VS_MAGIC, ick, -2)) {
msg("The eyes of %s turn clear.",
prname(monster_name(ick), FALSE));
turn_off(*ick, ISCHARMED);
}
if (cansee(i,j) && (!on(*ick,ISINVIS)||on(player,CANSEE)))
msg("%s appears wounded",
prname(monster_name(ick), TRUE));
}
}
}
}
}
/*
* initialize a stick
*/
fix_stick(cur)
register struct object *cur;
{
if (EQUAL(ws_type[cur->o_which], "staff")) {
cur->o_weight = 100;
cur->o_charges = 5 + rnd(11);
strcpy(cur->o_damage,"3d4");
cur->o_hplus = 1;
cur->o_dplus = 0;
switch (cur->o_which) {
case WS_HIT:
cur->o_hplus = 3;
cur->o_dplus = 3;
strcpy(cur->o_damage,"2d8");
when WS_LIGHT:
cur->o_charges = 15 + rnd(11);
}
}
else {
strcpy(cur->o_damage,"2d3");
cur->o_weight = 75;
cur->o_hplus = 1;
cur->o_dplus = 0;
cur->o_charges = 5 + rnd(11);
switch (cur->o_which) {
case WS_HIT:
cur->o_hplus = 3;
cur->o_dplus = 3;
strcpy(cur->o_damage,"2d8");
when WS_LIGHT:
cur->o_charges = 15 + rnd(11);
}
}
strcpy(cur->o_hurldmg,"3d3");
}
/*
* Use the wand that our monster is wielding.
*/
m_use_wand(monster)
register struct thing *monster;
{
register struct object *obj;
/* Make sure we really have it */
if (monster->t_using)
obj = OBJPTR(monster->t_using);
else {
debug("Stick not set!");
monster->t_action = A_NIL;
return;
}
if (obj->o_type != STICK) {
debug("Stick not selected!");
monster->t_action = A_NIL;
return;
}
/*
* shoot the stick!
* assume all blessed sticks are normal for now.
* Note that we don't get here if the wand is cursed.
*/
msg("%s points a %s at you!", prname(monster_name(monster), TRUE),
ws_type[obj->o_which]);
do_zap(monster, obj, &monster->t_newpos, obj->o_which, NULL);
monster->t_wand /= 2; /* chance lowers with each use */
}
bool
need_dir(type, which)
int type, /* type of item, NULL means stick */
which; /* which item */
{
if (type == STICK || type == 0) {
switch (which) {
case WS_LIGHT:
case WS_DRAIN:
case WS_CHARGE:
case WS_CURING:
return(FALSE);
default:
return(TRUE);
}
}
else if (type == RELIC) {
switch (which) {
case MING_STAFF:
case ASMO_ROD:
case EMORI_CLOAK:
return(TRUE);
default:
return(FALSE);
}
}
return (FALSE); /* hope we don't get here */
}
/*
* let the player zap a stick and see what happens
*/
player_zap(which, flag)
int which;
int flag;
{
register struct linked_list *item;
register struct object *obj;
obj = NULL;
if (which == 0) {
/* This is a stick. It takes 2 movement periods to zap it */
if (player.t_action != C_ZAP) {
if ((item = get_item(pack,"zap with",ZAPPABLE,FALSE,FALSE)) == NULL)
return(FALSE);
obj = OBJPTR(item);
if (need_dir(obj->o_type, obj->o_which)) {
if (!get_dir(&player.t_newpos))
return(FALSE);
}
player.t_using = item; /* Remember what it is */
player.t_action = C_ZAP; /* We are quaffing */
player.t_no_move = 2 * movement(&player);
return(TRUE);
}
item = player.t_using;
/* We've waited our time, let's shoot 'em up! */
player.t_using = NULL;
player.t_action = A_NIL;
obj = OBJPTR(item);
/* Handle relics specially here */
if (obj->o_type == RELIC) {
switch (obj->o_which) {
case ORCUS_WAND:
/* msg(nothing); */
read_scroll(S_PETRIFY, NULL, FALSE);
return(TRUE);
when MING_STAFF:
which = WS_MISSILE;
when EMORI_CLOAK:
which = WS_PARALYZE;
obj->o_charges = 0; /* one zap/day (whatever that is) */
fuse(cloak_charge, obj, CLOAK_TIME, AFTER);
when ASMO_ROD:
switch (rnd(3)) {
case 0: which = WS_ELECT;
when 1: which = WS_COLD;
otherwise: which = WS_FIRE;
}
}
}
else {
which = obj->o_which;
ws_know[which] = TRUE;
flag = obj->o_flags;
}
}
do_zap(&player, obj, &player.t_newpos, which, flag);
return(TRUE);
}